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Making a Frost Walker-like Enchantment


Siqhter

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I have recently been playing around with enchantments, and I setup the book/enchantment attributes in no time, but I'm having trouble mimicking the Frost Walker enchantment. For now, I am just trying to get it to act exactly like Frost Walker. Not sure if I'm registering wrong or just have overlooked something (I have never coded a functional enchantment). The enchantment book shows up fine, and applies to items in an anvil just as it should. No errors are logged, just nothing happens when I walk on ice. Thanks. 

 

UPDATE: I never called the freezeNearby class, so after adding to this to EnchantmentInit   

MyEnchantment.freezeNearby(livingBase, world, pos, 1);

it works. However it does it whenever a player steps on ice, not  when the enchanted boots are equipped.

 

Spoiler

public class MyEnchantment extends Enchantment {

    public MyEnchantment() {
        super(Rarity.RARE, EnumEnchantmentType.ARMOR_FEET, new EntityEquipmentSlot[] {EntityEquipmentSlot.FEET});
        this.setName("myenchantment");
        this.setRegistryName(new ResourceLocation(Reference.MOD_ID + ":" + "myenchantment"));

        EnchantmentInit.ENCHANTMENTS.add(this);
    }

    @Override
    public int getMinEnchantability(int enchantmentLevel) {
        return 20 * enchantmentLevel;
    }

    @Override
    public int getMaxEnchantability(int enchantmentLevel) {
        return this.getMinEnchantability(enchantmentLevel) + 10;
    }

    @Override
    public boolean isTreasureEnchantment()
    {
        return true;
    }

    //Copied from FrostWalkerEnchantment.java
    public static void freezeNearby(EntityLivingBase living, World worldIn, BlockPos pos, int level) {
        if (living.onGround)
        {
            float f = (float)Math.min(16, 2 + level);
            BlockPos.MutableBlockPos blockpos$mutableblockpos = new BlockPos.MutableBlockPos(0, 0, 0);

            for (BlockPos.MutableBlockPos blockpos$mutableblockpos1 : BlockPos.getAllInBoxMutable(pos.add((double)(-f), -1.0D, (double)(-f)), pos.add((double)f, -1.0D, (double)f)))
            {
                if (blockpos$mutableblockpos1.distanceSqToCenter(living.posX, living.posY, living.posZ) <= (double)(f * f))
                {
                    blockpos$mutableblockpos.setPos(blockpos$mutableblockpos1.getX(), blockpos$mutableblockpos1.getY() + 1, blockpos$mutableblockpos1.getZ());
                    IBlockState iblockstate = worldIn.getBlockState(blockpos$mutableblockpos);

                    if (iblockstate.getMaterial() == Material.AIR)
                    {
                        IBlockState iblockstate1 = worldIn.getBlockState(blockpos$mutableblockpos1);

                        if (iblockstate1.getMaterial() == Material.WATER && (iblockstate1.getBlock() == net.minecraft.init.Blocks.WATER || iblockstate1.getBlock() == net.minecraft.init.Blocks.FLOWING_WATER) && ((Integer)iblockstate1.getValue(BlockLiquid.LEVEL)).intValue() == 0 && worldIn.mayPlace(Blocks.FROSTED_ICE, blockpos$mutableblockpos1, false, EnumFacing.DOWN, (Entity)null))
                        {
                            worldIn.setBlockState(blockpos$mutableblockpos1, Blocks.FROSTED_ICE.getDefaultState());
                            worldIn.scheduleUpdate(blockpos$mutableblockpos1.toImmutable(), Blocks.FROSTED_ICE, MathHelper.getInt(living.getRNG(), 60, 120));
                        }
                    }
                }
            }
        }
    }

    @Override
    protected boolean canApplyTogether(Enchantment ench) {
        return super.canApplyTogether(ench) && ench != Enchantments.DEPTH_STRIDER;
    }

}
Spoiler

public class EnchantmentInit {

    public static final List<Enchantment> ENCHANTMENTS = new ArrayList<Enchantment>();

    public static final Enchantment MY_ENCHANTMENT = new MyEnchantment();

    @SubscribeEvent
    public static void setEnchantment(LivingUpdateEvent event) {
        EntityLivingBase livingBase = event.getEntityLiving();
        int level = EnchantmentHelper.getMaxEnchantmentLevel(MY_ENCHANTMENT, livingBase);
        BlockPos pos = livingBase.getPosition();
        World world = event.getEntity().world;

        MyEnchantment.freezeNearby(livingBase, world, pos, 1);


    }

}
Spoiler

@SubscribeEvent
public static void onEnchantmentRegister(RegistryEvent.Register<Enchantment> event) {

    event.getRegistry().registerAll(EnchantmentInit.ENCHANTMENTS.toArray(new Enchantment[0]));
}

 

Edited by Siqhter
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39 minutes ago, Siqhter said:

int level = EnchantmentHelper.getMaxEnchantmentLevel(MY_ENCHANTMENT, livingBase);

You never use this variable, I assume you want to. Plus there aren't any if statements in that block of code so of course it always happens.

VANILLA MINECRAFT CLASSES ARE THE BEST RESOURCES WHEN MODDING

I will be posting 1.15.2 modding tutorials on this channel. If you want to be notified of it do the normal YouTube stuff like subscribing, ect.

Forge and vanilla BlockState generator.

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1 minute ago, Siqhter said:

Right, I figured that out and was just adding a conditional to check whether or not the player is wearing the boots. How can I check for a specific enchantment?

Well if the level is 0 there cant be an enchantment can there?

VANILLA MINECRAFT CLASSES ARE THE BEST RESOURCES WHEN MODDING

I will be posting 1.15.2 modding tutorials on this channel. If you want to be notified of it do the normal YouTube stuff like subscribing, ect.

Forge and vanilla BlockState generator.

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